This video presentation from the 1999 Game Developers Conference explores the architecture of id Software's latest first-person shooter, Quake 3 Arena. Brian Hook discusses basic research into curved surface rendering, issues dealt with in deploying an OpenGL based game, the architecture of the back-end shading pipeline, the lighting model, and LOD algorithms for models and curved surfaces. Topics: Brian Hook, Quake 3
Part of the 2007 Independent Games Summit, held at the Game Developers Conference 2007 in San Francisco, March 2007: Our Journey From Narbacular Drop To Portal (Kim Swift, Valve) In this lecture, the team which made IGF Student Showcase winner Narbacular Drop talk about the making of the innovative title, tips for student developers, how the entire team got picked up by Valve to make Portal using the Source Engine, and exactly how they've transitioned from student indie creators to continued...
A lecture from the 2007 Independent Games Summit, held at the Game Developers Conference 2007 in San Francisco, March 2007: The Casual Cash Cow? (Eric Zimmerman, Gamelab) The Gamelab co-founder (Diner Dash) talks about how the indie aesthetic/mentality interacts with the casual market (and vice versa), in the best talk on casual games outside of the Casual Games Summit, talking about some of the things that helped Gamelab stay focused and alive in the casual and indie games market, such as... Topics: IGS, IGS 2007, GDC, GDC 2007, GDC Lecture, Independent Games Summit, Eric Zimmerman, Gamelab, Diner...
A lecture from the 2007 Independent Games Summit, held at the Game Developers Conference 2007 in San Francisco, March 2007: Postmortem: Gastronaut Studios' Small Arms (Jacob Van Wingen, Don Wurster, Gastronaut) The creators of Xbox 360 Live Arcade stand-out title Small Arms, previous veterans of XBLA from their work with Fuzzee Fever on the original Xbox Live Arcade, talk about what went right and what wrong during the development of the frenetic multiplayer shooter, giving plenty of insight... Topics: IGS, IGS 2007, GDC, GDC 2007, GDC Lecture, Independent Games Summit, Jacob Van Wingen, Don Wurster,...
A lecture from the 2007 Independent Games Summit, held at the Game Developers Conference 2007 in San Francisco, March 2007: Physics Games Go Indie (Matthew Wegner, Flashbang Studios) Wegner, who is both an indie developer and runs the physics game blog Fun-Motion, explains why real-time physics are such a big part of many innovative independent games, with demonstrations and practical tips for developers wanting to use physics to make their games stand out. Topics: IGS, IGS 2007, GDC, GDC 2007, GDC Lecture, Independent Games Summit, Matthew Wegner, Flashbang...
Recorded before the start of Warren Spector's game design keynote at GDC 2003, this collection of crowd shots and pans across the auditorium show the attendees, layout, and size of attendance at GDC events for 2003. The video recording is direct from Betacam SP tape, and has been left otherwise untouched as an AVI to allow for other users and editing with minimal recompression. At the end of this footage, GDC board member Mark Cerny stands working out a sound issue, which was later resolved... Topics: GDC, GDC Extras, Cerny, Spector, Crowds, Conference
Part of the 2007 Independent Games Summit, held at the Game Developers Conference 2007 in San Francisco, March 2007: Marketing For Indies (Russell Carroll, Reflexive/GameTunnel) Want your game to be the one everyone is talking about? Interested in increasing how many copies you've sold? Russell Carroll, who heads up marketing for Wik & The Fable Of Souls creator Reflexive, and also founded key indie game press site GameTunnel, discusses how to maximize your buzz and sales opportunities.... Topics: IGS, IGS 2007, GDC, GDC 2007, GDC Lecture, Independent Games Summit, Russell Carroll, Reflexive,...
During the 2002 Game Developers Choice Awards, a house band played between awards and at the beginning and end of the production. While there is no independent verification as of yet, the band appears to be Tipsy, a San Francisco-based eclectic lounge-surf-dj group around since the mid 1990s. At the end of the awards show, the band continue to play a set, and the camera was left recording it - this is that footage. The crowd slowly files out and chats while the band plays on - going through... Topics: GDC, Tipsy, Awards, Band
As part of an outreach program to acknowledge the work done in the Demoscene, the Demoscene Outreach Group (DOG) brought demonstration tapes to various graphics and game events around the world. This reel of contemporary (2003) demos likely played on a looping basis during GDC in one of the theater areas. Each of the included demos is accompanied by an information card and then played in full before moving to the next. Credit for the tape is given to the Demo Scene Outreach Group. Demos played...
This is a collection of gameplay videos from a selection of 1996-era computer and console games, including Super Mario 64, Virtua Fighter, Civilization II, Quake, You Don't Know Jack, Wing Commander III, and many others. In some cases, the same footage loops or different sequences of similar footage is shown in various configurations. While it is not clear what the purpose of the tape was, it was likely to be an editing scratch tape (to test out editing sequences or image quality) or might have... Topics: GDC, GDC Extras, Sizzle Tape
Characters, factions, classes, and decks: we embrace asymmetry in competitive games, yet one overpowered option can wreak havoc on a community. Such metagame imbalances need not be evaluated solely through intuition. This talk introduces a principled approach to understanding the strength of asymmetric options, grown from the speaker's work balancing PlayStation All-Stars Battle Royale. The method uses game theory and matchup charts to describe the possible metagames that can form among expert... Topic: GDC
From the GDC Archives, this collection of rough interviews around the 2006 Game Developers Conference contains a mass of interviews by staff and developers about the experience of the GDC. Topics: GDC, 2006, Interviews
Collection of variant computer-generated Game Developers Conference logos, likely to be used to head sold materials and video assets related to the 1999 Game Developers Conference. Topics: GDC, GDC Extras, Logos
Many of the GDC tapes are BetacamSP format and subject to problems involving the magnetic signal. While the audio is not quite as noticeable, the video image can show a fluttery, milky overlay to the original recording. By applying a flicker reduction filter via Virtualdub, the time cost in re-rendering the material is made up for by the increase in quality. This demonstration shows a single range of tape before and after the filtering. The speaker is Ernest Adams, discussing games as art. Topics: Tech Demo, Virtualdub, Flicker, Filter
"Sizzle" tape (collection of logos and television news recordings) of the 14th annual Game Developers Conference. Likely created to show to prospective vendors and exhibitors examples of the far-reaching influence of GDC with regards to exposure and brand recognition. People and events appearing in this tape include: General walking around shots, Dara Gray Tinefield, Adam Sessler of ZD-TV, Scott Budman of News Channel 11, Bill Gates of Microsoft, David Louie of ABC San-Jose, Trent... Topics: GDC, Game Developers Conference
Tasked with creating hundreds of character animations that would would blend seamlessly into a painted 2d world, but without any ability to illustrate, what technical and creative tricks could you employ to succeed? An exercise in using your constraints to your advantage, this 30 minute talk tracks the (hopefully) successful attempt to create thousands of Ghibl'style frames of animation with limited time, people and personal skillset. Focusing almost exclusively on specific technical takeaways... Topic: GDC
This talk covers practical approaches to applying various design methods. In particular what can you, as a designer, do when you don't seem to be getting traction with your current approach. Speaker: Will Wright Topics: gdc, Will Wright, game design, 2004
"Procedural" is a bit of a buzzword at the moment, but what does it actually mean? A tiny team of artists at Hello Games is using procedural technology to create the infinite worlds of No Man's Sky. But how do you maintain quality and artistic control when faced with the chaos of infinity? Like many artists, they were very cynical about procedural art, thinking that the loss of control inevitably leads to inferior art. They were so very wrong! Art Director Grant Duncan will describe... Topic: GDC
Multi-threading in games has been among the most challenging applications of multi-threading in the consumer space. The session presents three case studies of PC games, recently released, which have implemented multi-threading in order to take advantage of growing availability of multi-processor systems and Intel processors with hyper-threading technology. Speakers: Aaron Coday, William Damon, Maxim Perminov Topics: gdc, Aaron Coday, William Damon, Maxim Perminov, 2004
Sound logo for the Game Developers Conference 1999 - computer-generated numbers bounce around a meeting hall until the GDC Logo appears and the right numbers bounce into place. Topics: GDC, Game Developers Conference
This session will give you the not-so-skinny on how games portray fatness and characters of size. What are our harmful, pervasive societal ideas about being fat and in what ways do fat characters in games, and the way they play, reinforce them? How do some games succeed in making fat characters that don't fall into easy pitfalls? How does being fat sometimes cross over with things like gender? Probably most importantly: what are the things designers can do to make players of all body types feel... Topic: GDC
While Steam represents a huge chunk of the overall PC games market, there hasn't been a public, NPD-style service providing detailed overall sales estimates for the entirety of the service - until now. The "Steam Gauge" project samples tens of thousands of public Steam Community profiles to generate accurate enough estimates of aggregate sales and gameplay hours for every game on the service. This session will provide an in-depth analysis of that data, and what it tells us about the... Topic: GDC
This presentation discusses approximately fifteen guidelines to be followed by developers so that their games will sell successfully. The more closely these guidelines are followed, the better the chance of the game's success. Speaker: Bruce Shelley Topics: gdc, Bruce Shelley, game design, 2001
With each advent of next generation console technologies, the death knell sounds for the PC. Is the PC really dead? Have all the PC dead? Have all the PC developers gone console? Come hear industry leaders debate the merits of developing for consoles vs. PCs and what the future holds. Speaker: Trip Hawkins Panelists: Kelly Flock, Ed Fries, Bing Gordon, Phil Harrison, Demis Hassabis, Jason Rubin, Bruce Shelley Topics: gdc: Trip Hawkins, Kelly Flock, Ed Fries, Bing Gordon, Phil Harrison, Demis Hassabis, Jason Rubin,...
Sequels and reboots in Hollywood have now become more common in gaming. In this "vision track" keynote, the creator and producer of the new Battlestar Galactica TV series discusses how he developed and adapted the existing story behind a large franchise into a new series. Speaker: Ronald Moore Topics: gdc, Ronald Moore, Battlestar Galactica, 2006, keynote
Come Make Monsters! Iain McCaig will reveal the tricks of the trade of being a creative designer, and give you the chance to join him in creating a new universe of creatures live on stage. Speaker: Iain McCaig. Topics: gdc, Iain McCaig, concept art, 2001
Warren Spector and Doug Church discuss ideas for practical and useful ways to analyze and criticize game design. The presentation is split into two videos, one featuring graphics and another featuring video footage of the speakers. This video features footage of the speakers. Speakers: Doug Church, Warren Spector Topics: gdc, game design, Doug Church, Warren Spector, speaker footage, 2002
"Project Bar-B-Q" is a conference to create a body of information that represents to the audio/computer community as represented by MMA, the IA-SIG, and the AES. The opinions, and, to the extent possible, consensus of the BBQ Group regarding the topic: "What do you want to see in hardware and software for music on computers in the next 5 years?" are presented. The conference was held in October 1996 and this lecture explores the findings with the community at CGDC. Intended... Topics: GDC, music, soundcard, Project Bar-B-Q, Team FAT, George Alistair Sanger, 1997, Fatman
From the introduction of the original The Legend of Zelda in 1986 to the graphic design of 2002's cel-shaded The Legend Of Zelda: The Wind Waker, The Legend of Zelda series has undergone many significant changes over the years. Some modifications were accelerated by technological improvements and others stemmed from the desire to adjust theme or graphic representation. Eiji adresses the challenges faced by Nintendo's development team while creating The Legend of Zelda: Ocarina of Time, The... Topics: gdc, Eiji Aonuma, Zelda, 2004
Learn about the organization, vision and process used to create an immersive user interface for the popular card crafting game, Hearthstone: Heroes of Warcraft. Time permitting, team culture and cross-platform development will also be discussed. Topic: GDC
In this session, ideas for nonlinear character animation and general interactive animation in video games are discussed. Audiences will take away an idea of what it takes to create believability in an interactive character. Speaker: Ken Perlin Topics: gdc, Ken Perlin, interactive animation, 2001
The soundtrack for the 2012 cult indie hit Dear Esther has been praised for its emotional power and innovative fusion of digital effects and live instrumentation. This talk will explain the process of evolving the soundtrack from the original 2007 mod, which was built using only digital samples, to the remake's lush orchestration. The talk will focus on how to create rich and deep soundtracks on a tight budget, and our process of design, placement, and optimization of the music as a device to... Topic: GDC
This lecture discusses the basics of team-based AI, drawing on the speakers' experience with games such as Tom Clancy's Rainbow Six and Shadow Watch. Speakers: Clark Gibson, John O'Brien Topics: gdc, Artificial Intelligence, Clark Gibson, John O'Brien, 2001
This discussion delves into the specifics of how to approach a licensor or studio with your ideas, find the hook that will get their attention, deal with agents, keep the deal focused on what your team needs, and what to expect when you end up at a table with intellectual property and licensing attorneys. Speaker: David Perry Topics: gdc, intellectual property, game production, David Perry, keynote, 2004
Building a game that people play for years is no simple task and has no magic formula. However, in this session, Clash of Clans developer, Jonas Collaros, takes an insider's look at the hit game's development history and asks: what lessons can Clash teach?The mobile, free-to-play marketplace is rife with challenges, even for veteran developers, but, Jonas explains, perhaps the greatest challenge is maintaining a focus on essentials. A project's essential needs change again and again, especially... Topic: GDC
This lecture describes how to perform object to world collision detection and resolution using Binary Space Partitioning (BSP) trees in a 3D videogame. Speaker: Stan Melax Topics: gdc, Stan Melax, BSP, Collision, MDK2, 2001
Warren Spector and Doug Church discuss ideas for practical and useful ways to analyze and criticize game design. The presentation is split into two videos, one featuring graphics and another featuring video footage of the speakers. This video features the graphics used in the presentation. Speakers: Doug Church, Warren Spector Topics: GDC, game design, Warren Spector, Doug Church, Thief, graphics, 2002
This talk is a detailed walkthrough of the game engine modifications needed to make The Last of Us Remastered run at 60 fps on PlayStation 4. Topics covered will include the fiber-based job system Naughty Dog adopted for the game, the overall frame-centric engine design, the memory allocation patterns used in the title, and our strategies for dealing with locks. Topic: GDC